I would appreciate some help from experienced users with proper character rigging. I have this cat that I want to animate, but not sure how to setup the rig properly. I am not entirely sure how to setup the layers so I can add the bones in an efficient manner. He has a few extra moving parts that a human character might not normally have, like his long tail and both ears. I would also like to have it so I can use switch layers to change his hands to different positions (and a set of hands that have boned fingers as well). I would also like to have his clothing sway around as he moves (maybe using dynamics). Right now I have all the bones in one layer, which is most likely wrong, thats why I'm asking for help. I would like to setup the character right the first time.
Did you get any help with the bone rigging? I could use help with even more basic bone rigging, such as the ones set up in the moho samples. Is there a good scheme such as ..starting with the spine? Any suggestions on eyes? I'm looking at the sample of LennyDance.moho and I notice there is a bone that is not connected to the actual animated drawing. What is the purpose of placing a bone on the "floor" or unconnected to the character?
"What is the purpose of placing a bone on the "floor" or unconnected to the character?"
That's a good way to set an "anchor" bone that can easily manipulate the complete skeleton, for moving the skeleton for example. Like the base of a skeleton model, pick up the base and the model moves along. Rocco's anchor seems to be in the "belt" section.
As for the Rocco skeleton, at first glance it look ok, no bones in the feet I see. The cloth in the groin area could have its own bones for swinging that piece seperately. It's hard to say what's right and what's not, depends on what you want the character to do and your own preference. Experiment until your satisfied. Watch real life skeletons for reference, understand every bone related issue in the manual, the bone offset is an important one for example and see what works.